Kaiju Big Battel: Fighto Fantasy - Now available
Moderators: Bob the Hamster, marionline, SDHawk
- The Wobbler
- A Scrambled Egg
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Secret preview for OHR bozos only: Here's the animation on the final part of this zone. I'm 100% done with this part of the game and will move on to the final dungeon once testers get back to me! After that there's just a couple of side quests to clean up.
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- sheamkennedy
- Liquid Metal Slime
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That is hilarious! Great idea.The Wobbler wrote:I'm messing with new sprite dimensions to give guys really long arms.
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- The Wobbler
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Perfect, you can take a break at the water cooler.
So you're no longer using enemy appear+dissolve animations for that giant... totemface?
Also,
I had been wondering, should I allow frames in a spriteset to be varying sizes? (Intended for hero battle animations and the like). I was starting to think no, it wouldn't be used enough. Maybe I should afterall - eventually (I've already moved on without it)
So you're no longer using enemy appear+dissolve animations for that giant... totemface?
Also,
Really took me by surprise as a functioning use for oversized weapons.I'm messing with new sprite dimensions to give guys really long arms.
I had been wondering, should I allow frames in a spriteset to be varying sizes? (Intended for hero battle animations and the like). I was starting to think no, it wouldn't be used enough. Maybe I should afterall - eventually (I've already moved on without it)
Last edited by TMC on Wed Aug 01, 2018 1:52 pm, edited 2 times in total.
- The Wobbler
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I tried using some dissolves at the end of that cutscene but none of them really looked quite right, just having him slide away while making whale sounds ended up feeling more natural.TMC wrote:Perfect, you can take a break at the water cooler.
So you're no longer using enemy appear+dissolve animations for that giant... totemface?
Also,Really took me by surprise as a functioning use for oversized weapons.I'm messing with new sprite dimensions to give guys really long arms.
I had been wondering, should I allow frames in a spriteset to be varying sizes? (Intended for hero battle animations and the like). I was starting to think no, it wouldn't be used enough. Maybe I should afterall - eventually (I've already moved on without it)
I don't think I'd personally use varying sizes within one sprite set, but I would like to be able to resize an existing sprite set as a whole. Definitely not a high priority, just would be a nice convenience!
- Bob the Hamster
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I am wary of variable frame size within an animation set. I feel like it introduces a new challenge of the alignment of frames relative to other frames in the same animation
If the frames are the same size you can still get the same effect with bigger frames. I think managing empty space around most frames of a Sprite is going to be way easier than managing an animation where frame size and shape change mid-animation
If the frames are the same size you can still get the same effect with bigger frames. I think managing empty space around most frames of a Sprite is going to be way easier than managing an animation where frame size and shape change mid-animation
- The Wobbler
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I'm going to record a song or two for the Dr. Cube RPG minigame in Kaiju Big Battel: Fighto Fantasy. It's going to sound something like this. https://www.youtube.com/watch?v=ceD_Bpl7OKg
- The Wobbler
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Some new dudes.
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- Cube Bot
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Last edited by The Wobbler on Thu Aug 23, 2018 1:24 pm, edited 1 time in total.
Have you an excuse for beating up such a proud turkey?
Also, a levitating rat??
I see I never addressed the discussion about frames in spriteset with a different size: my idea was to allow frames to extend beyond the edges of the sprite. So the sprite slice might be 100x100, but the image drawn to the screen might be 140x100, and would have no effect on alignment/positioning or collision detection (sliceatpixel, etc).
Also, a levitating rat??
I see I never addressed the discussion about frames in spriteset with a different size: my idea was to allow frames to extend beyond the edges of the sprite. So the sprite slice might be 100x100, but the image drawn to the screen might be 140x100, and would have no effect on alignment/positioning or collision detection (sliceatpixel, etc).
- The Wobbler
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It's a honorable tournament fight against one of the best bros in Boston. If you scan the turkey you can learn how to dump gravy on enemies!TMC wrote:Have you an excuse for beating up such a proud turkey?
Also, a levitating rat??
I see I never addressed the discussion about frames in spriteset with a different size: my idea was to allow frames to extend beyond the edges of the sprite. So the sprite slice might be 100x100, but the image drawn to the screen might be 140x100, and would have no effect on alignment/positioning or collision detection (sliceatpixel, etc).
Moon Rat's a hard mode enemy who you definitely should not eat. Highly toxic.
- Nathan Karr
- Liquid Metal Slime
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Duly noted. Definitely looking forward to this game.The Wobbler wrote: Moon Rat's a hard mode enemy who you definitely should not eat. Highly toxic.
Last edited by Nathan Karr on Thu Aug 23, 2018 7:12 pm, edited 1 time in total.
Remeber: God made you special and he loves you very much. Bye!
- The Wobbler
- A Scrambled Egg
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- The Wobbler
- A Scrambled Egg
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First look at CUBE.RPG in action!! A game within a game, wow! The quality's off the charts!
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Last edited by The Wobbler on Fri Aug 31, 2018 2:30 pm, edited 1 time in total.
- sheamkennedy
- Liquid Metal Slime
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I think if you're making a game within the game then the graphics should be significantly different. Stylistically cube-like graphics are nice but I'd also suggest tinting the screen or constraining your colours to a more minimal palette so as to amplify the effect. In terms of audio you should do something with this in mind too.The Wobbler wrote:First look at CUBE.RPG in action!! A game within a game, wow! The quality's off the charts!
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